Some skills that are not normally as useful in other campaigns can be vital in Eramore. Here is a summary of changes to certain skills.

The first major change is that you get two extra skill points per level, one of which can only be used on Perform, Craft, or Profession skills.

Several Skills have been changed:

Use Magic Device is now Luck based, instead of Charisma based. It is also the primary ‘identify abilities of magic items’ skill, where spellcraft would be before. Most items require experimentation, rather than straight reading.

Profession (Soldier) can be used to analyze enemy tactics.

Profession (Merchant) or Mercantile (Below) is used to determine your base prices.

Linguistics no longer gives languages.

Spellcraft, Speak Languages, and all Knowledge skills are now learned through a separate system than the normal skill point system. See Research below.

Two New Skills:

Research (Int): (Alchemists, Bards, Cleric, Inquisitor, Monk, Ranger, Rogue, Summoner, Witch, Wizard)
Research replaces the standard way in which knowledge skills and spellcraft are increased in rank.
A Research (Int) check is used when you find a source of information to determine how much information you can take away from it with a month’s study.
Arcana: Monestaries, Planar Libraries, Mages Libraries, Universities (Magic), Bard’s Colleges
Dungeoneering: Adventurer’s Libraries, Archaeologists Guilds, Bard Colleges, Rangers Stations
Engineering: Archaeologists Guilds, Military Academies, Universities (Engineering)
Geography: Rangers Stations, Bard’s Colleges, Archaeologists Guilds, Military Academies
History: Bard’s Colleges, Civic Center, Military Academies, Government Libraries
Local: Universities (Law), Civic Centers, Hotspots, Bard’s Colleges
Nature: Druidic Temples, Ranger Lodges, Universities (Life)
Nobility: Noble Libraries, Government Libraries, Civic Centers, Hot Spots
Planes: Planar Libraries, Cultist Libraries, Temples, Mages Libraries
Religion: Temples, Monestaries, Cultist Libraries
Spellcraft: Mage’s Libraries, Government Libraries (Mageocracies), Noble Libraries (Mageocracies), Universities (Magic)
Languages: Requires two similar documents, one in a known language, one in the desired language.

Successful research checks give ranks depending on one’s current ranks in a particular knowledge skill. The more one knows, the rare the materials available must be to continue learning from them.

You may also perform a check to learn about a specific subject using a week’s downtime. In this case, you use Research as if it were a knowledge check to determine if any information on the subject is available. (For example, if you wanted to know about a specific noble instead of nobles in general, a week in various hot spots would let you make a research check to get the latest gossip.) Knowledge skills are used for ‘in the moment’ checks to see what you know. Knowledge skills are still treated as skills and still have ‘class skill’ status when you put points acquired this way.

Mercantile (Cha): (Alchemist, Bard, Fighter, Ranger, Rogue, Sorcerer, Wizard)
Mercantile (Along with Profession (Merchant) which works in all ways like Mercantile and vice versa) can be used for five purposes: Rapid Selling, Quick Selling, Trading, Searching, and Negotiating.

Rapid Selling allows you to unload any amount of gear within the wealth limit of a town by taking a steep penalty to the price you receive. When rapid selling, you use your quick selling prices (Normally 50% for selling and 100% for buying) plus the Settlement’s sales DC penalty (Described below). Rapid Selling takes no time to set up.

Quick Selling allows you to make a single check as a group. This takes 8 hours to set up, and once set up, you can sell any amount of gear within the wealth limit of a town for as long as you wish. This roll can only be remade once you have gained a level. Your Quick Selling prices are 50% for selling, and 100% for buying, +/- 1% for every point you beat or failed to meet the settlements Sales DC; some towns have skilled merchants of their own, and dealing with these people is always less profitable. A Merchant can roll as normal, but their resulting prices cannot be worse than their Quick Selling prices, only enjoying the benefits of better prices. Regardless of your check, you cannot buy and sell the same goods in the same settlement.

Trading allows you to buy or sell large amounts of value over a longer period of time to attempt to get maximum value from your actions. Trading takes one full week. When trading, you determine the values of the items you are selling as if you were selling at 100% and buying at 75%, +/- 1% for each point you beat or fail the check by. (A Merchant adds their usual bonuses to this. A level 1 Merchant, therefore, would buy at 65% and sell at 110%.) Trading is still limited by the purchase limit of the settlement. You may deal with 100,000gp worth of transactions in a week, or a single item, if that items value is higher than 100,000.

Searching is a single check to determine if certain items are available. The rarer the item, the lower the chance it may appear. The number of Searching checks you can make per day are based on the market size. Two special versions of a Searching check exist: The Merchant’s Market Connections Check, which allows a far larger number of checks to be made over the course of a week, searching for a specific item, and a Black Market check, a week long search check for an illegal item through less legitimate means.

The final use for Mercantile is for all ‘reward’ negotiations, as well as long term supply negotiations. These work as opposed checks to various skills, usually the other person’s Mercantile.


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